/* https://grabient.com/_f8rgL3gMOgS1gD8gLvgFsgYjgHJgLggILgF_?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #008239 0.000%, #12c112 14.286%, #6eff09 28.571%, #b9d71f 42.857%, #ea8951 57.143%, #fd9a97 71.429%, #efede5 85.714%, #c2f7ff 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_f8rgL3gMOgS1gD8gLvgFsgYjgHJgLggILgF_?style=linearGradient&steps=8&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#008239" /><stop offset="0.143" stop-color="#12c112" /><stop offset="0.286" stop-color="#6eff09" /><stop offset="0.429" stop-color="#b9d71f" /><stop offset="0.571" stop-color="#ea8951" /><stop offset="0.714" stop-color="#fd9a97" /><stop offset="0.857" stop-color="#efede5" /><stop offset="1.000" stop-color="#c2f7ff" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#008239", "#12c112", "#6eff09", "#b9d71f", "#ea8951", "#fd9a97", "#efede5", "#c2f7ff"]
// https://grabient.com/_f8rgL3gMOgS1gD8gLvgFsgYjgHJgLggILgF_?style=linearGradient&steps=8&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(-0.213, 0.759, 0.782);
vec3 b = vec3(1.205, 0.252, 0.751);
vec3 c = vec3(0.364, 1.571, 0.457);
vec3 d = vec3(0.736, 0.523, 0.383);
return a + b * cos(6.283185 * (c * t + d));
}
// N stops sampled from the palette, blended like the CSS gradient
vec3 stops(float t) {
float n = STEPS - 1.0;
float x = clamp(t, 0.0, 1.0) * n;
return mix(palette(floor(x) / n), palette(min(floor(x) + 1.0, n) / n), fract(x));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = fragCoord - 0.5 * iResolution.xy;
// CSS angle: 0 = up, clockwise; span = CSS gradient-line length
vec2 dir = vec2(sin(radians(ANGLE)), cos(radians(ANGLE)));
float len = abs(iResolution.x * dir.x) + abs(iResolution.y * dir.y);
float t = dot(p, dir) / len + 0.5;
fragColor = vec4(stops(t), 1.0);
}
[
[-0.213, 0.759, 0.782],
[1.205, 0.252, 0.751],
[0.364, 1.571, 0.457],
[0.736, 0.523, 0.383]
]